//------------------------------------------------------------------------------ // DX9AsmToGL2.h //------------------------------------------------------------------------------ #ifndef DX9_ASM_TO_GL_2_H #define DX9_ASM_TO_GL_2_H #include "tier1/utlstring.h" #define DISASM_OK 0 #define DISASM_ERROR 1 #define MAX_SHADER_CONSTANTS 512 #define MAX_DECLARED_OUTPUTS 32 #define HEXCODE_HEADER "// Hex: " // Option bits #define D3DToGL_OptionUseEnvParams 0x001 #define D3DToGL_OptionDoFixupZ 0x002 // Add instructions to put Z in the right interval for GL #define D3DToGL_OptionDoFixupY 0x004 // Add instructions to flip the Y over for GL #define D3DToGL_OptionDoUserClipPlanes 0x008 // ARB mode: Include OPTION vertex_program_2 and append DP4's to write into oCLP[0] and oCLP[1] // GLSL mode: generate code to write gl_ClipVertex #define D3DToGL_OptionGLSL 0x010 // Output GLSL, rather than ASM #define D3DToGL_AddHexComments 0x020 // Include hex comments in the code for debugging #define D3DToGL_PutHexCommentsAfterLines 0x040 // If D3DToGL_AddHexComments is set, this puts the codes to the right, rather than on separate lines #define D3DToGL_GeneratingDebugText 0x080 // This tells it that we're just getting info for debugging so go easy on asserts and errors #define D3DToGL_OptionAllowStaticControlFlow 0x100 #define D3DToGL_OptionUseBindableUniforms 0x200 // add "bindable" in front of "vc" / "pc" constant arrays (GLSL only) #define D3DToGL_OptionSRGBWriteSuffix 0x400 // Tack sRGB conversion suffix on to pixel shaders #define D3DToGL_OptionSpew 0x80000000 // Code for which component of the "dummy" address register is needed by an instruction #define ARL_DEST_NONE -1 #define ARL_DEST_X 0 #define ARL_DEST_Y 1 #define ARL_DEST_Z 2 #define ARL_DEST_W 3 class D3DToGL { private: // Pointers for dwToken stream management uint32* m_pdwBaseToken; uint32* m_pdwNextToken; // Vertex shader or pixel shader, and version (necessary because some opcodes alias) bool m_bVertexShader; uint32 m_dwMinorVersion; uint32 m_dwMajorVersion; // Option flags bool m_bUseEnvParams; // set D3DToGL_OptionUseEnvParams in 'options' to use bool m_bDoFixupZ; // set D3DToGL_OptionDoFixupZ bool m_bDoFixupY; // set D3DToGL_OptionDoFixupZ bool m_bDoUserClipPlanes; // set D3DToGL_OptionDoUserClipPlanes bool m_bSpew; // set D3DToGL_OptionSpew bool m_bUseBindableUniforms; // set D3DToGL_OptionUseBindableUniforms bool m_bGenerateSRGBWriteSuffix; // set D3DToGL_OptionSRGBWriteSuffix // Default: false // If you set this to true, it'll convert to GLSL instead of GL ASM. bool m_bGLSL; // set D3DToGL_OptionGLSL // Default: false bool m_bAllowStaticControlFlow; // set D3DToGL_OptionAllowStaticControlFlow // Counter for dealing with nested loops int m_nLoopDepth; // Add "// Hex: 0xFFEEF00"-type statements after each instruction is parsed. bool m_bAddHexCodeComments; // set D3DToGL_AddHexComments // Only applicable if m_bAddHexCodeComments is true. // If this is true, then it puts the hex code comments to the right of the instructions in a comment // rather than preceding the instructions. // Defaults to FALSE. bool m_bPutHexCodesAfterLines; // set D3DToGL_PutHexCommentsAtEnd // This tells it that we're just getting info for debugging so go easy on asserts and errors. // Defaults to FALSE. bool m_bGeneratingDebugText; // Various scratch temps needed to handle mis-matches in instruction sets between D3D and OpenGL bool m_bNeedsD2AddTemp; bool m_bNeedsNRMTemp; bool m_bDeclareAddressReg; bool m_bNeedsLerpTemp; bool m_bNeedsSinCosDeclarations; // Keep track of which vs outputs are used so we can declare them bool m_bDeclareVSOPos; bool m_bDeclareVSOFog; uint32 m_dwTexCoordOutMask; // Mask of varyings which need centroid decoration uint32 m_nCentroidMask; // Keep track of which temps are used so they can be declared uint32 m_dwTempUsageMask; bool m_bOutputColorRegister[2]; bool m_bOutputDepthRegister; // Declaration of integer and bool constants uint32 m_dwConstIntUsageMask; uint32 m_dwConstBoolUsageMask; // Did we use atomic_temp_var? bool m_bUsedAtomicTempVar; // Track constants so we know how to declare them bool m_bConstantRegisterDefined[MAX_SHADER_CONSTANTS]; // Track sampler types when declared so we can properly decorate TEX instructions uint32 m_dwSamplerTypes[32]; // Track sampler usage uint32 m_dwSamplerUsageMask; // Track shadow sampler usage int m_nShadowDepthSampler; bool m_bDeclareShadowOption; // Track attribute references // init to 0xFFFFFFFF (unhit) // index by (dwRegToken & D3DSP_REGNUM_MASK) in VS DCL insns // fill with (usage<<4) | (usage index). uint32 m_dwAttribMap[16]; // Register high water mark uint32 m_nHighestRegister; // GLSL does indentation for readability int m_NumIndentTabs; // Output buffers. CUtlBuffer *m_pBufHeaderCode; CUtlBuffer *m_pBufAttribCode; CUtlBuffer *m_pBufParamCode; CUtlBuffer *m_pBufALUCode; char *m_pFinalAssignmentsCode; int m_nFinalAssignmentsBufSize; // Recorded positions for debugging. uint32* m_pRecordedInputTokenStart; int m_nRecordedParamCodeStrlen; int m_nRecordedALUCodeStrlen; int m_nRecordedAttribCodeStrlen; // In GLSL mode, these store the semantic attached to each oN register. // They are the values that you pass to GetUsageIndexAndString. uint32 m_DeclaredOutputs[MAX_DECLARED_OUTPUTS]; // Have they used the tangent input semantic (i.e. is g_pTangentAttributeName declared)? bool m_bTangentInputUsed; private: // Utilities to aid in decoding token stream uint32 GetNextToken( void ); void SkipTokens( uint32 numToSkip ); uint32 Opcode( uint32 dwToken ); uint32 OpcodeSpecificData( uint32 dwToken ); uint32 TextureType ( uint32 dwToken ); uint32 GetRegType( uint32 dwRegToken ); // Write to the different buffers. void StrcatToHeaderCode( const char *pBuf ); void StrcatToALUCode( const char *pBuf ); void StrcatToParamCode( const char *pBuf ); void StrcatToAttribCode( const char *pBuf ); // This helps write the token hex codes into the output stream for debugging. void AddTokenHexCodeToBuffer( char *pBuffer, int nSize, int nLastStrlen ); void RecordInputAndOutputPositions(); void AddTokenHexCode(); // Utilities for decoding tokens in to strings according to ASM syntax void PrintOpcode( uint32 inst, char* buff, int nBufLen ); // fSemanticFlags is SEMANTIC_INPUT or SEMANTIC_OUTPUT. void PrintUsageAndIndexToString( uint32 dwToken, char* strUsageUsageIndexName, int nBufLen, int fSemanticFlags ); CUtlString GetUsageAndIndexString( uint32 dwToken, int fSemanticFlags ); CUtlString GetParameterString( uint32 dwToken, uint32 dwSourceOrDest, bool bForceScalarSource, int *pARLDestReg ); const char* GetGLSLOperatorString( uint32 inst ); void PrintParameterToString ( uint32 dwToken, uint32 dwSourceOrDest, char *pRegisterName, int nBufLen, bool bForceScalarSource, int *pARLDestReg ); void InsertMoveFromAddressRegister( CUtlBuffer *pCode, int nARLComp0, int nARLComp1, int nARLComp2 = ARL_DEST_NONE ); void InsertMoveInstruction( CUtlBuffer *pCode, int nARLComponent ); void FlagIndirectRegister( uint32 dwToken, int *pARLDestReg ); // Utilities for decoding tokens in to strings according to GLSL syntax bool OpenIntrinsic( uint32 inst, char* buff, int nBufLen, uint32 destDimension, uint32 nArgumentDimension ); void PrintIndentation( char *pBuf, int nBufLen ); uint32 MaintainAttributeMap( uint32 dwToken, uint32 dwRegToken ); CUtlString FixGLSLSwizzle( const char *pDestRegisterName, const char *pSrcRegisterName ); void WriteGLSLCmp( const char *pDestReg, const char *pSrc0Reg, const char *pSrc1Reg, const char *pSrc2Reg ); void WriteGLSLSamplerDefinitions(); void WriteGLSLOutputVariableAssignments(); void NoteTangentInputUsed(); void Handle_DCL(); void Handle_DEF(); void Handle_MAD( uint32 nInstruction ); void Handle_DP2ADD(); void Handle_SINCOS(); void Handle_LRP( uint32 nInstruction ); void Handle_TEX( uint32 dwToken, bool bIsTexLDL ); void Handle_TexLDD( uint32 nInstruction ); void Handle_TexCoord(); void Handle_UnaryOp( uint32 nInstruction ); void HandleBinaryOp_GLSL( uint32 nInstruction ); void HandleBinaryOp_ASM( uint32 nInstruction ); void Handle_CMP(); void Handle_NRM(); void Handle_DeclarativeNonDclOp( uint32 nInstruction ); public: D3DToGL(); int TranslateShader( uint32* code, CUtlBuffer *pBufDisassembledCode, bool *bVertexShader, uint32 options, int32 nShadowDepthSampler, uint32 nCentroidMask, char *debugLabel ); }; #endif // DX9_ASM_TO_GL_2_H